Don't waste water, even if you live by a river.Gez wrote: So MUSINFO taking up a few dozen editor numbers is not a problem. And it gives us a lump where we can see all the extra music used in all maps, so finding out about how a soundtrack is arranged requires only looking at MAPINFO and MUSINFO.
The problem is that when multiple mods add a crap ton of map-placeable objects. Just because it's not a concern now doesn't mean it can't be. If we just keep spamming these HACK things into specs, we'll run out of DoomEdNums. Why they couldn't make it take an argument is beyond me. Oh I remember, because we're still using the binary format from the 90's when there was a format that was INVENTED in the 90's, called Hexen format. It only took until the early 2000's until we had Doom/Heretic-in-Hexen, and then you'd have to wait a decade later for UDMF*. Is everyone going to support UDMF? It'd be delusional to say so. But using up DoomEdNums for no reason is stupid, and not being able to change the song instantly is dumb (because people made things do stuff linedefs were supposed to do). YOU HAD ONE JOB, MUSINFO!
MUSINFO is technologically worse (64 songs only, and of course, hack things), and while setting texture names is dumb, what can we do, a linedef to change music? Great idea!Then we can make that linedef reference a lump name and whether it should loop (default yes). If it does not correspond to a playable music file, the game notifies the user.
Now linedef ID's aren't that big of a deal (it's not possible to create your own linedefs), much less than DoomEdNums and MUSINFO slots, among other things, but name-ifying everything would be amazing (but a pipe dream at that).
*what does dropactors = true; do? If you're converting a Doom-in-Doom map to UDMF, apparently every tagged sector needs it to stay compatible.